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  <title type="text">JIPS - Journal d'Interaction Personne-Système</title>
  <subtitle type="text">JIPS - Journal d'Interaction Personne-Système: latest publications</subtitle>
  <logo>https://jips.episciences.org/logos/logo-jips-small.svg</logo>
  <updated>2026-06-01T13:55:07+00:00</updated>
  <generator>Episciences</generator>
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  <author>
    <name>JIPS - Journal d'Interaction Personne-Système</name>
  </author>
  <link rel="hub" href="https://pubsubhubbub.appspot.com/"/>
  <entry>
    <title type="html"><![CDATA[Process of change: states, transitions, and determinants]]></title>
    <summary type="html"><![CDATA[The goal of persuasion is to change the behaviour or the attitude of a person without using any form of coercion (Oinas et al. 2010). In the last ten years, several models, approaches and theories have been developed in the research field of persuasion, producing a copious scientific literature. Different reviews of the state-of-the-art focusing on specific aspects have been proposed. Pindel et al. (Pinder et al. 2018) for example analyse the state of the art under the perspective of the mechanisms that lead to the habit forming. In this work, we report a state-of-the-art review on the key elements of the process of change using the concepts of states, transitions, and determinants to propose a common generic paradigm. We conclude with a discussion about the operationalization of persuasive processes and with a comparative analysis on the reviewed theories.]]></summary>
    <published>2021-02-08T07:06:38+00:00</published>
    <updated>2021-02-08T07:06:38+00:00</updated>
    <link rel="alternate" type="text/html" href="https://doi.org/10.46298/jips.7159"/>
    <id>https://doi.org/10.46298/jips.7159</id>
    <author>
      <name>Fenicio, Alessandro</name>
    </author>
    <author>
      <name>Laurillau, Yann</name>
    </author>
    <author>
      <name>Calvary, Gaëlle</name>
    </author>
    <category term="JIPS - Journal d'Interaction Personne-Système" label="JIPS - Journal d'Interaction Personne-Système"/>
    <category term="process of behavior change" label="process of behavior change"/>
    <category term="persuasion" label="persuasion"/>
    <category term="persuasive technologies" label="persuasive technologies"/>
    <category term="processus de changement de comportement" label="processus de changement de comportement"/>
    <category term="persuasion" label="persuasion"/>
    <category term="technologies persuasives" label="technologies persuasives"/>
    <category term="[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]" label="[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]"/>
  </entry>
  <entry>
    <title type="html"><![CDATA[Adaptation for sustainable persuasion]]></title>
    <summary type="html"><![CDATA[Making people change is difficult; making them change for ever is all the more challenging. We explore adaptation as a means for bringing diversity and thereby for killing the annoying effect of persuasive messages. The case study is TILT, a persuasive application dedicated to smartphone usage regulation. We show that adapting persuasion increases efficiency.]]></summary>
    <published>2021-01-22T16:52:38+00:00</published>
    <updated>2021-01-22T16:52:38+00:00</updated>
    <link rel="alternate" type="text/html" href="https://doi.org/10.46298/jips.7118"/>
    <id>https://doi.org/10.46298/jips.7118</id>
    <author>
      <name>Foulonneau, Anthony</name>
    </author>
    <author>
      <name>Calvary, Gaëlle</name>
    </author>
    <author>
      <name>Villain, Eric</name>
    </author>
    <category term="JIPS - Journal d'Interaction Personne-Système" label="JIPS - Journal d'Interaction Personne-Système"/>
    <category term="persuasion" label="persuasion"/>
    <category term="adaptation" label="adaptation"/>
    <category term="[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]" label="[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]"/>
  </entry>
  <entry>
    <title type="html"><![CDATA[Persuasive Context]]></title>
    <summary type="html"><![CDATA[The background of persuasive technologies is the traditionalinterpersonal persuasion, studied for over two thousand years in rethoric,philosophy, and more recently in psychology. This last discipline offers manytheories and models to understand more precisely the processes that influencehuman behaviors. These theories show in particular that persuasive situations arecomplex, varied, with many influence factors. Therefore, we propose the notion ofadaptive persuasive technologies, i.e. technologies able to adapt their persuasivestrategies to the user context. To design such products and services, we proposea model of the persuasive context, i.e. of all the constraints that influence a user’stargeted behavior at a given time. Each constraint in the persuasive context is atthe same time an adaptation criterion and an action leverage for the adaptivepersuasive technology]]></summary>
    <published>2021-01-22T16:51:50+00:00</published>
    <updated>2021-01-22T16:51:50+00:00</updated>
    <link rel="alternate" type="text/html" href="https://doi.org/10.46298/jips.7119"/>
    <id>https://doi.org/10.46298/jips.7119</id>
    <author>
      <name>Foulonneau, Anthony</name>
    </author>
    <author>
      <name>Calvary, Gaëlle</name>
    </author>
    <author>
      <name>Villain, Eric</name>
    </author>
    <category term="JIPS - Journal d'Interaction Personne-Système" label="JIPS - Journal d'Interaction Personne-Système"/>
    <category term="persuasion" label="persuasion"/>
    <category term="adaptation" label="adaptation"/>
    <category term="[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]" label="[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]"/>
  </entry>
  <entry>
    <title type="html"><![CDATA[A shape-changing cylindrical chart that displays energy availability forecasts]]></title>
    <summary type="html"><![CDATA[Optimizing microgrids' renewable-energy-consumption rates can be done by energy demand-side management. Shifting consumption at better moments is possible thanks to storage capacities. To explore this context, we consider a new practice aiming at shifting laptops' consumption on workplaces thanks to their batteries. This practice requires providing usage instructions and forecasts on renewable energy availability. In order to do this, we evaluated the usability of a shape-changing cylindrical histogram, during a two-day public event, by asking 90 visitors. We also tested three kinds of motion speed in peripheral vision in order to notify neither disturbing nor irritating, by requiring 30 participants in lab conditions. Our results show success rates over 90% for range and compare tasks, which are necessary to retrieve renewable energy production peaks. Our results show that an exponential speed is the best to design perceptible movements, whereas being as calm as a constant speed.]]></summary>
    <published>2021-01-19T19:04:44+00:00</published>
    <updated>2021-01-19T19:04:44+00:00</updated>
    <link rel="alternate" type="text/html" href="https://doi.org/10.46298/jips.7102"/>
    <id>https://doi.org/10.46298/jips.7102</id>
    <author>
      <name>Daniel, Maxime</name>
    </author>
    <author>
      <name>Rivière, Guillaume</name>
    </author>
    <author>
      <name>Couture, Nadine</name>
    </author>
    <category term="JIPS - Journal d'Interaction Personne-Système" label="JIPS - Journal d'Interaction Personne-Système"/>
    <category term="Energy Shifting" label="Energy Shifting"/>
    <category term="sustainability" label="sustainability"/>
    <category term="Tangible User Interface" label="Tangible User Interface"/>
    <category term="Shape-Changing Interface" label="Shape-Changing Interface"/>
    <category term="Data Physicalization" label="Data Physicalization"/>
    <category term="Renewable Energy" label="Renewable Energy"/>
    <category term="Demand-Side Management" label="Demand-Side Management"/>
    <category term="notification" label="notification"/>
    <category term="Interface utilisateur tangible" label="Interface utilisateur tangible"/>
    <category term="interface à changement de forme" label="interface à changement de forme"/>
    <category term="physicalisation de données" label="physicalisation de données"/>
    <category term="énergies renouvelables" label="énergies renouvelables"/>
    <category term="gestion de la demande" label="gestion de la demande"/>
    <category term="décalage de la demande" label="décalage de la demande"/>
    <category term="notification" label="notification"/>
    <category term="[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]" label="[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]"/>
  </entry>
  <entry>
    <title type="html"><![CDATA[Persuasive Systems for Energy: Cartography of Design Spaces and Proposition of the UP+ Framework]]></title>
    <summary type="html"><![CDATA[This article reviews surveys, design spaces, and frameworks related to the design of persuasive interactive systems, with a particular focus on energy. We first propose a cartography of these conceptual tools. Most previous work focuses on persuasion principles but is difficult to apply for the software design and engineering of persuasive interactive systems. As a result, we propose UP+, a new framework that synthetizes and revisits existing surveys, design spaces, and frameworks from the software engineering perspective of persuasive interactive systems.]]></summary>
    <published>2021-01-19T19:02:12+00:00</published>
    <updated>2021-01-19T19:02:12+00:00</updated>
    <link rel="alternate" type="text/html" href="https://doi.org/10.46298/jips.7100"/>
    <id>https://doi.org/10.46298/jips.7100</id>
    <author>
      <name>Nguyen, Van</name>
    </author>
    <author>
      <name>Laurillau, Yann</name>
    </author>
    <author>
      <name>Calvary, Gaëlle</name>
    </author>
    <author>
      <name>Coutaz, Joëlle</name>
    </author>
    <category term="JIPS - Journal d'Interaction Personne-Système" label="JIPS - Journal d'Interaction Personne-Système"/>
    <category term="behavior change process" label="behavior change process"/>
    <category term="persuasion" label="persuasion"/>
    <category term="design space" label="design space"/>
    <category term="cartography" label="cartography"/>
    <category term="processus de changement" label="processus de changement"/>
    <category term="persuasion" label="persuasion"/>
    <category term="espace de conception" label="espace de conception"/>
    <category term="cartographie" label="cartographie"/>
    <category term="[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]" label="[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]"/>
  </entry>
  <entry>
    <title type="html"><![CDATA[Human-Computer Interaction against climate change: review of a controversy]]></title>
    <summary type="html"><![CDATA[Human-Computer Interaction (HCI) is a means for Information and Communication Technologies to help facing the climate-change challenge. Researchers have conducted work on this way for two decades. They followed the track of progressive change through persuasion for individual consumption reduction. This track is however seriously discussed, what leads the community to retarget coming research. This paper reviews the main criticisms of the controversy that takes place in the community, and considers a possible track to overcome the problems: a radical change through new social practices.]]></summary>
    <published>2021-01-19T19:00:46+00:00</published>
    <updated>2021-01-19T19:00:46+00:00</updated>
    <link rel="alternate" type="text/html" href="https://doi.org/10.46298/jips.7101"/>
    <id>https://doi.org/10.46298/jips.7101</id>
    <author>
      <name>Rivière, Guillaume</name>
    </author>
    <category term="JIPS - Journal d'Interaction Personne-Système" label="JIPS - Journal d'Interaction Personne-Système"/>
    <category term="criticisms" label="criticisms"/>
    <category term="controversy" label="controversy"/>
    <category term="sustainability" label="sustainability"/>
    <category term="climate change" label="climate change"/>
    <category term="Human-Computer Interaction (HCI)" label="Human-Computer Interaction (HCI)"/>
    <category term="Information and Communication Technologies (ICT)" label="Information and Communication Technologies (ICT)"/>
    <category term="critiques" label="critiques"/>
    <category term="controverse" label="controverse"/>
    <category term="développement durable" label="développement durable"/>
    <category term="soutenabilité" label="soutenabilité"/>
    <category term="changement climatique" label="changement climatique"/>
    <category term="Interaction Homme-Machine (IHM)" label="Interaction Homme-Machine (IHM)"/>
    <category term="Technologies de l’Information et de la Communication (TIC)" label="Technologies de l’Information et de la Communication (TIC)"/>
    <category term="[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]" label="[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]"/>
  </entry>
  <entry>
    <title type="html"><![CDATA[Evaluation of a touch interface for the control of electric wheelchairs for people suffering from neuromuscular diseases]]></title>
    <summary type="html"><![CDATA[Power wheelchairs remain an efficient means of regaining mobility for many people around the world. Unfortunately, some are not able to use power wheelchairs because of difficulties using a standard joystick. People with neuromuscular diseases who experience a loss in muscular strength find it difficult to use of a joystick. In this paper, we explore steering power wheelchairs using a tactile interface on a smartphone. Eleven users with neuromuscular diseases tried this type of steering in free learning sessions. Four among them were able to take part in an experiment where we evaluated their kinematic performance between the use of the tactile steering interface and the joystick. The paper presents data and observations from both sessions and tries to detect tendencies and draw hypotheses that can guide further and in-depth clinical testing of the tactile steering for wheelchair users suffering from neuromuscular diseases. Overall, the user performance with the tablet was close or the same as their performance with the joystick. In addition, the users reported a lesser level of physical demand of the tactile steering over the joystick]]></summary>
    <published>2019-12-10T06:51:27+00:00</published>
    <updated>2019-12-10T06:51:27+00:00</updated>
    <link rel="alternate" type="text/html" href="https://doi.org/10.46298/jips.5961"/>
    <id>https://doi.org/10.46298/jips.5961</id>
    <author>
      <name>Guedira, Youssef</name>
    </author>
    <author>
      <name>Dervin, Delphine</name>
    </author>
    <author>
      <name>Brohm, Pierre-Eric</name>
    </author>
    <author>
      <name>Farcy, René</name>
    </author>
    <author>
      <name>Bellik, Yacine</name>
    </author>
    <category term="JIPS - Journal d'Interaction Personne-Système" label="JIPS - Journal d'Interaction Personne-Système"/>
    <category term="tactile interface" label="tactile interface"/>
    <category term="joystick" label="joystick"/>
    <category term="kinematic evaluation" label="kinematic evaluation"/>
    <category term="power wheelchair" label="power wheelchair"/>
    <category term="neuromuscular diseases" label="neuromuscular diseases"/>
    <category term="joystick" label="joystick"/>
    <category term="maladies neuromusculaires" label="maladies neuromusculaires"/>
    <category term="Fauteuil roulant électrique" label="Fauteuil roulant électrique"/>
    <category term="evaluation cinématique" label="evaluation cinématique"/>
    <category term="Interface tactile" label="Interface tactile"/>
    <category term="[INFO]Computer Science [cs]" label="[INFO]Computer Science [cs]"/>
  </entry>
  <entry>
    <title type="html"><![CDATA[Fuzzy4U: A fuzzy logic adaptation engine for interfaces' accessibility]]></title>
    <summary type="html"><![CDATA[With the massive spread of Internet use, the accessibility of user interfaces (UI) is an ever more pressing need. Much work has been developed on this subject in order to define generic or situational accessibility recommendations and to propose tools for user interface adaptation. However, difficulties remain, particularly related to the complexity of possible contexts of use, such as the multiplicity of characteristics of the context of use, the imprecision of the values assigned to these characteristics and the combination of multiple adaptation rules. This article shows how a dynamic adaptation engine based on fuzzy logic can be used to implement accessibility recommendations. We show how this approach makes it possible to overcome these difficulties through fuzzy logic with the capacity to manage combinatorial rules, making it possible to take into account potentially complex contexts of use. This approach is illustrated with a concrete example.]]></summary>
    <published>2019-12-08T07:08:01+00:00</published>
    <updated>2019-12-08T07:08:01+00:00</updated>
    <link rel="alternate" type="text/html" href="https://doi.org/10.46298/jips.5957"/>
    <id>https://doi.org/10.46298/jips.5957</id>
    <author>
      <name>Giuffrida, Tanguy</name>
    </author>
    <author>
      <name>Céret, Eric</name>
    </author>
    <author>
      <name>Dupuy-Chessa, Sophie</name>
    </author>
    <author>
      <name>Poli, Jean-Philippe</name>
    </author>
    <category term="JIPS - Journal d'Interaction Personne-Système" label="JIPS - Journal d'Interaction Personne-Système"/>
    <category term="User Interface adaptation" label="User Interface adaptation"/>
    <category term="Fuzzy logic" label="Fuzzy logic"/>
    <category term="artificial intelligence" label="artificial intelligence"/>
    <category term="Accessibility" label="Accessibility"/>
    <category term="Context of use" label="Context of use"/>
    <category term="Adaptation rules" label="Adaptation rules"/>
    <category term="Adaptation d'Interface Utilisateur" label="Adaptation d'Interface Utilisateur"/>
    <category term="Logique floue" label="Logique floue"/>
    <category term="Accessibilité" label="Accessibilité"/>
    <category term="Contexte d'usage" label="Contexte d'usage"/>
    <category term="Règles d'adaptation" label="Règles d'adaptation"/>
    <category term="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)/H.5.2: User Interfaces/H.5.2.4: Graphical user interfaces (GUI)" label="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)/H.5.2: User Interfaces/H.5.2.4: Graphical user interfaces (GUI)"/>
    <category term="[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]" label="[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]"/>
  </entry>
  <entry>
    <title type="html"><![CDATA[Combination of tactile devices for data analytics]]></title>
    <summary type="html"><![CDATA[Although ubiquitous data analysis is a promising approach, analyzing data in spreadsheets on tablets is a tedious task due to the limited size of the display and tactile vocabulary. In this article, we present the design and evaluation of new interaction techniques based on the combination of a tablet containing the data and a smartphone used as a mediator between the user and the tablet. To do this, we propose to use stacking gestures, i. e. to place a smartphone on top of a tablet. Stacking is an inexpensive, easy to implement, efficient and effective way to improve the analysis of data on tablets, increasing the vocabulary and broadening the display surface by using smartphones that are always available. We first explore stacking-based solutions to delimit the possible interaction vocabulary and present the manufacture of a conductive shell for smartphones. Then, we propose new techniques based on stacking to perform data analysis of a spreadsheet, i.e. the creation of pivot tables and their manipulation. We evaluate our stacking techniques against the tactile interactions provided by current mobile spreadsheet applications. Our studies reveal that some of our interaction techniques are 30% faster than touch to create pivot tables.]]></summary>
    <published>2019-12-04T16:23:11+00:00</published>
    <updated>2019-12-04T16:23:11+00:00</updated>
    <link rel="alternate" type="text/html" href="https://doi.org/10.46298/jips.5935"/>
    <id>https://doi.org/10.46298/jips.5935</id>
    <author>
      <name>Perelman, Gary</name>
    </author>
    <author>
      <name>Serrano, Marcos</name>
    </author>
    <author>
      <name>Bortolaso, Christophe</name>
    </author>
    <author>
      <name>Picard, Célia</name>
    </author>
    <author>
      <name>Derras, Mustapha</name>
    </author>
    <author>
      <name>Dubois, Emmanuel</name>
    </author>
    <category term="JIPS - Journal d'Interaction Personne-Système" label="JIPS - Journal d'Interaction Personne-Système"/>
    <category term="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)/H.5.2: User Interfaces/H.5.2.6: Input devices and strategies (e.g., mouse, touchscreen)" label="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)/H.5.2: User Interfaces/H.5.2.6: Input devices and strategies (e.g., mouse, touchscreen)"/>
    <category term="[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]" label="[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]"/>
  </entry>
  <entry>
    <title type="html"><![CDATA[Improving Raycasting using Proximity Selection and Filtering]]></title>
    <summary type="html"><![CDATA[Raycasting is the most common target pointing technique in virtual reality environments. However, performance on small and distant targets is impacted by the accuracy of the pointing device and the user's motor skills. Current pointing facilitation techniques are currently only applied in the context of the virtual hand, i.e. for targets within reach. We propose enhancements to Raycasting : filtering the ray, and adding a controllable cursor on the ray to select the nearest target. We describe a series of studies for the design of the visual feedforward, filtering technique, as well as a comparative study between different 3D pointing techniques. Our results show that highlighting the nearest target is one of the most efficient visual feedforward technique. We also show that filtering the ray reduces error rate in a drastic way. Finally we show the benefits of RayCursor compared to Raycasting and another technique from the literature.]]></summary>
    <published>2019-12-03T17:14:51+00:00</published>
    <updated>2019-12-03T17:14:51+00:00</updated>
    <link rel="alternate" type="text/html" href="https://doi.org/10.46298/jips.5933"/>
    <id>https://doi.org/10.46298/jips.5933</id>
    <author>
      <name>Baloup, Marc</name>
    </author>
    <author>
      <name>Pietrzak, Thomas</name>
    </author>
    <author>
      <name>Casiez, Géry</name>
    </author>
    <category term="JIPS - Journal d'Interaction Personne-Système" label="JIPS - Journal d'Interaction Personne-Système"/>
    <category term="Virtual Reality" label="Virtual Reality"/>
    <category term="Pointing technique" label="Pointing technique"/>
    <category term="Visual feedforward" label="Visual feedforward"/>
    <category term="Human-Computer Interaction" label="Human-Computer Interaction"/>
    <category term="Input" label="Input"/>
    <category term="Input Technique" label="Input Technique"/>
    <category term="Interaction Technique" label="Interaction Technique"/>
    <category term="3D Input" label="3D Input"/>
    <category term="Technique de pointage" label="Technique de pointage"/>
    <category term="Retour visuel" label="Retour visuel"/>
    <category term="Réalité virtuelle" label="Réalité virtuelle"/>
    <category term="[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]" label="[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]"/>
  </entry>
  <entry>
    <title type="html"><![CDATA[Taking into account the specific aspects of the young public with TSA in the evaluation of a dedicated application]]></title>
    <summary type="html"><![CDATA[The design and evaluation of a tool, whether informatic or not, impacts its life cycle. IT tools are increasingly present on a daily basis. Specific audiences now benefit easily. But do these dedicated tools meet their expectations? Typically, it is customary to call on the end users themselves to respond. However, the latter, depending on their profiles, are not always able to respond. In the case of this study, we want to evaluate an application dedicated to a young audience with ASD (Autism Spectrum Disorders). This very specific audience encounters, among other things, difficulties in the field of communication. Many evaluation methods rely on verbal exchanges with the user. What role will children have with ASD in the evaluation phase of their tool? This audience benefits from constant support (family, medical and educational teams). Can these caregivers support the child in the evaluation process, and if so how?]]></summary>
    <published>2018-10-19T15:06:25+00:00</published>
    <updated>2018-10-19T15:06:25+00:00</updated>
    <link rel="alternate" type="text/html" href="https://doi.org/10.46298/jips.3944"/>
    <id>https://doi.org/10.46298/jips.3944</id>
    <author>
      <name>Guffroy, Marine</name>
    </author>
    <author>
      <name>Leroux, Pascal</name>
    </author>
    <author>
      <name>Teutsch, Philippe</name>
    </author>
    <category term="JIPS - Journal d'Interaction Personne-Système" label="JIPS - Journal d'Interaction Personne-Système"/>
    <category term="design" label="design"/>
    <category term="evaluation" label="evaluation"/>
    <category term="adaptation" label="adaptation"/>
    <category term="specific public" label="specific public"/>
    <category term="ASD" label="ASD"/>
    <category term="autism" label="autism"/>
    <category term="conception" label="conception"/>
    <category term="public spécifique" label="public spécifique"/>
    <category term="TSA" label="TSA"/>
    <category term="autisme" label="autisme"/>
    <category term="[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]" label="[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]"/>
  </entry>
  <entry>
    <title type="html"><![CDATA[Appsgate, a Programmable Domestic Eco-system: Learning from "Living in it"]]></title>
    <summary type="html"><![CDATA[We present an experience with the development and evaluation of AppsGate, an ecosystem for the home that can be programmed by end-users. We show the benefits from using the homes of the project team members as real-life living-labs. In particular, we discuss the first person perspective experience as an effective way to conduct longitudinal experiments in real world settings. We conclude that a programmable habitat is desirable provided that attention cost is minimized]]></summary>
    <published>2018-10-19T15:00:21+00:00</published>
    <updated>2018-10-19T15:00:21+00:00</updated>
    <link rel="alternate" type="text/html" href="https://doi.org/10.46298/jips.4901"/>
    <id>https://doi.org/10.46298/jips.4901</id>
    <author>
      <name>Coutaz, Joëlle</name>
    </author>
    <author>
      <name>Crowley, James L.</name>
    </author>
    <category term="JIPS - Journal d'Interaction Personne-Système" label="JIPS - Journal d'Interaction Personne-Système"/>
    <category term="experimental method" label="experimental method"/>
    <category term="End-user programming (EUP)" label="End-user programming (EUP)"/>
    <category term="end-user development (EUD)" label="end-user development (EUD)"/>
    <category term="smart home" label="smart home"/>
    <category term="programmation par l’utilisateur final (PUF)" label="programmation par l’utilisateur final (PUF)"/>
    <category term="développement par l’utilisateur final (DUF)" label="développement par l’utilisateur final (DUF)"/>
    <category term="habitat intelligent" label="habitat intelligent"/>
    <category term="méthode expérimentale" label="méthode expérimentale"/>
    <category term="ACM: D.: Software" label="ACM: D.: Software"/>
    <category term="ACM: H.: Information Systems" label="ACM: H.: Information Systems"/>
    <category term="[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]" label="[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]"/>
  </entry>
  <entry>
    <title type="html"><![CDATA[State of art of possible communication support systems for users with athetoid cerebral palsy]]></title>
    <summary type="html"><![CDATA[This article proposes a state-of-the-art on communication support systems that can be used by users with Athetoid Cerebral Palsy. Today, many communication support systems are available on the market and/or presented in the literature.They include (1) virtual keyboards, (2) software using pictograms, (3) speech recognition, and (4) other types of input systems dedicated to physically disabled users (brain-computer interface and physical aids). After the description of these four categories of communication support systems, this article ends with a synthesis in which our view of each category of system in relation to the considered user profile is provided.]]></summary>
    <published>2018-08-02T09:40:54+00:00</published>
    <updated>2018-08-02T09:40:54+00:00</updated>
    <link rel="alternate" type="text/html" href="https://doi.org/10.46298/jips.2662"/>
    <id>https://doi.org/10.46298/jips.2662</id>
    <author>
      <name>Guerrier, Yohan</name>
    </author>
    <author>
      <name>Kolski, Christophe</name>
    </author>
    <author>
      <name>Poirier, Franck</name>
    </author>
    <category term="JIPS - Journal d'Interaction Personne-Système" label="JIPS - Journal d'Interaction Personne-Système"/>
    <category term="Communication support system" label="Communication support system"/>
    <category term="Text entry" label="Text entry"/>
    <category term="Communication aid" label="Communication aid"/>
    <category term="cerebral palsy" label="cerebral palsy"/>
    <category term="data entry" label="data entry"/>
    <category term="Infirme moteur cérébral" label="Infirme moteur cérébral"/>
    <category term="Saisie de données" label="Saisie de données"/>
    <category term="système d’aide à la communication" label="système d’aide à la communication"/>
    <category term="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)" label="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)"/>
    <category term="[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]" label="[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]"/>
  </entry>
  <entry>
    <title type="html"><![CDATA[Tangible interaction on tabletop, an illustrated federating framework]]></title>
    <summary type="html"><![CDATA[Since many years, the Human-Computer Interaction community is interested in the tangible user interfaces (TUI). A part of these TUI focuses on the interaction performed with one or several objects. The domain is in extension by the development of contactless objects (using NFC, RFID technology, etc.). In the system, tangible objects could represent data, action, or complex part. Interaction on a table, which is a common furniture in the everyday life and used in multiple activities (desktop, coffee table, kitchen table, etc.), opens a new way for the research and development in HCI. This article proposes to use a framework, previously proposed in a conjunct article, to characterize applications supported by the couple <interactive tabletop, tangible object>. These applications aim at supporting complex business tasks; they are described from a technological point of view on the one hand, and from an applicative point of view on the other hand. These applications show the benefit brought by the couple <interactive tabletop, tangible object> to the interaction and they are immersed in the framework. The framework shows with these instantiations that it is generic and supports such descriptions.]]></summary>
    <published>2017-09-07T14:08:18+00:00</published>
    <updated>2017-09-07T14:08:18+00:00</updated>
    <link rel="alternate" type="text/html" href="https://doi.org/10.46298/jips.3902"/>
    <id>https://doi.org/10.46298/jips.3902</id>
    <author>
      <name>Lepreux, Sophie</name>
    </author>
    <author>
      <name>Castet, Julien</name>
    </author>
    <author>
      <name>Couture, Nadine</name>
    </author>
    <author>
      <name>Dubois, Emmanuel</name>
    </author>
    <author>
      <name>Kolski, Christophe</name>
    </author>
    <author>
      <name>Kubicki, Sebastien</name>
    </author>
    <author>
      <name>Maquil, Valérie</name>
    </author>
    <author>
      <name>Riviere, Guillaume</name>
    </author>
    <category term="JIPS - Journal d'Interaction Personne-Système" label="JIPS - Journal d'Interaction Personne-Système"/>
    <category term="Tangible interaction" label="Tangible interaction"/>
    <category term="interactive tabletop" label="interactive tabletop"/>
    <category term="framework" label="framework"/>
    <category term="business application" label="business application"/>
    <category term="Interaction tangible" label="Interaction tangible"/>
    <category term="Table interactive" label="Table interactive"/>
    <category term="cadre de référence" label="cadre de référence"/>
    <category term="Application métier" label="Application métier"/>
    <category term="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)/H.5.2: User Interfaces" label="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)/H.5.2: User Interfaces"/>
    <category term="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)/H.5.2: User Interfaces/H.5.2.6: Input devices and strategies (e.g., mouse, touchscreen)" label="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)/H.5.2: User Interfaces/H.5.2.6: Input devices and strategies (e.g., mouse, touchscreen)"/>
    <category term="[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]" label="[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]"/>
    <category term="[INFO.INFO-MO]Computer Science [cs]/Modeling and Simulation" label="[INFO.INFO-MO]Computer Science [cs]/Modeling and Simulation"/>
    <category term="[INFO.INFO-SE]Computer Science [cs]/Software Engineering [cs.SE]" label="[INFO.INFO-SE]Computer Science [cs]/Software Engineering [cs.SE]"/>
  </entry>
  <entry>
    <title type="html"><![CDATA[Interaction techniques for older adults using touchscreen devices: a literature review from 2000 to 2013]]></title>
    <summary type="html"><![CDATA[Some remarkable advances in mobile technologies have been made on the past fifteen years, especially the adoption of direct input on the screen. Since aging is now a worldwide demographic phenomenon, several studies have been carried on to investigate and improve the interaction between older-aged adults and these new technologies. These studies are important because mobile devices are often equipped with touchscreen and they can help to improve quality of life for older adults (health care, social life, serious games). Understanding interaction of this group of users with touchscreen can facilitate the adoption of interactive technologies and their future use by older populations. This literature review analyses thirty six studies that evaluated interaction techniques for older users using touchscreen devices. This review intends to 1) analyze the situation of thirty six studies (population, apparatus, tasks and interaction techniques) and 2) identify situations of use of touchscreen devices and interaction techniques that need to be further studied. As results, a descriptive analysis of the populations included, the chosen apparatus, executed tasks and interaction techniques are presented, so as a summary of relevant parameters to consider for studies of tactile interaction techniques. On each topic, we discuss about the results, the authors' recommendations and we provide cues for future work.]]></summary>
    <published>2017-04-03T15:06:02+00:00</published>
    <updated>2017-04-03T15:06:02+00:00</updated>
    <link rel="alternate" type="text/html" href="https://doi.org/10.46298/jips.3180"/>
    <id>https://doi.org/10.46298/jips.3180</id>
    <author>
      <name>Motti, Lilian</name>
    </author>
    <author>
      <name>Nadine, Vigouroux</name>
    </author>
    <author>
      <name>Gorce, Philippe</name>
    </author>
    <category term="JIPS - Journal d'Interaction Personne-Système" label="JIPS - Journal d'Interaction Personne-Système"/>
    <category term="Touchscreens" label="Touchscreens"/>
    <category term="tactile interaction" label="tactile interaction"/>
    <category term="older adults" label="older adults"/>
    <category term="écrans tactiles" label="écrans tactiles"/>
    <category term="ainés" label="ainés"/>
    <category term="personnes âgées" label="personnes âgées"/>
    <category term="interaction tactile" label="interaction tactile"/>
    <category term="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)/H.5.2: User Interfaces/H.5.2.6: Input devices and strategies (e.g., mouse, touchscreen)" label="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)/H.5.2: User Interfaces/H.5.2.6: Input devices and strategies (e.g., mouse, touchscreen)"/>
    <category term="[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]" label="[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]"/>
  </entry>
  <entry>
    <title type="html"><![CDATA[Tangible interaction on tabletop, definitions and models]]></title>
    <summary type="html"><![CDATA[In recent years, tangible user interfaces, which imply interactions performed with one or several objects, gain more and more interest in research in Human-Computer Interaction (HCI). The tangible object represents a subject or an action. It acts on the system, as an action in classical user interfaces (e.g,. GUI). Interaction on a table, which is a common furniture in everyday life and used in multiple activities (desktop, coffee table, kitchen table, etc.), opens a new way for research and development in HCI. In this article, we present definitions, models, and key issues elicited from the literature that enable understanding and reasoning about the couple < interactive tabletop, tangible object> within an interactive system. Then, we propose a framework that allows to characterize applications supported by the couple <interactive tabletop, tangible object> in a domain-independent manner.]]></summary>
    <published>2016-11-08T16:52:19+00:00</published>
    <updated>2016-11-08T16:52:19+00:00</updated>
    <link rel="alternate" type="text/html" href="https://doi.org/10.46298/jips.2182"/>
    <id>https://doi.org/10.46298/jips.2182</id>
    <author>
      <name>Lepreux, Sophie</name>
    </author>
    <author>
      <name>Castet, Julien</name>
    </author>
    <author>
      <name>Couture, Nadine</name>
    </author>
    <author>
      <name>Dubois, Emmanuel</name>
    </author>
    <author>
      <name>Kolski, Christophe</name>
    </author>
    <author>
      <name>Kubicki, Sébastien</name>
    </author>
    <author>
      <name>Maquil, Valérie</name>
    </author>
    <author>
      <name>Riviere, Guillaume</name>
    </author>
    <category term="JIPS - Journal d'Interaction Personne-Système" label="JIPS - Journal d'Interaction Personne-Système"/>
    <category term="Tangible interaction" label="Tangible interaction"/>
    <category term="Interactive tabletop" label="Interactive tabletop"/>
    <category term="State of the art" label="State of the art"/>
    <category term="Framework" label="Framework"/>
    <category term="Interaction tangible" label="Interaction tangible"/>
    <category term="table interactive" label="table interactive"/>
    <category term="état de l'art" label="état de l'art"/>
    <category term="Cadre de référence" label="Cadre de référence"/>
    <category term="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)/H.5.2: User Interfaces" label="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)/H.5.2: User Interfaces"/>
    <category term="ACM: D.: Software/D.2: SOFTWARE ENGINEERING/D.2.10: Design/D.2.10.0: Methodologies" label="ACM: D.: Software/D.2: SOFTWARE ENGINEERING/D.2.10: Design/D.2.10.0: Methodologies"/>
    <category term="[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]" label="[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]"/>
    <category term="[INFO.INFO-MO]Computer Science [cs]/Modeling and Simulation" label="[INFO.INFO-MO]Computer Science [cs]/Modeling and Simulation"/>
    <category term="[INFO.INFO-SE]Computer Science [cs]/Software Engineering [cs.SE]" label="[INFO.INFO-SE]Computer Science [cs]/Software Engineering [cs.SE]"/>
  </entry>
  <entry>
    <title type="html"><![CDATA[Dimensions of User Experience - from the Product Design Perspective]]></title>
    <summary type="html"><![CDATA[The UX domain has so far been strongly associated with software development. However, its methods are finding their way intodomains like Product and Service Design. Product Designers now need competencies far beyond classical form-giving. The objective of thispaper is to show Product Designers which design dimensions they need to attend to when designing for UX. The paper gives an overview ofdesign dimensions that potentially impact how users’ experience products. These dimensions are brought together from theories ofCognitive Science, models of Human-Computer Interaction and findings from Design Research. They are presented under four categories:dimensions of human perception, dimensions of products, dimensions of the context of use and the temporal dimension. In the final part, theidentified dimensions are connected into a schema, illustrating their interplay and therefore the journey of UX between a user and a product,in a certain context over a certain time.]]></summary>
    <published>2015-11-09T15:32:29+00:00</published>
    <updated>2015-11-09T15:32:29+00:00</updated>
    <link rel="alternate" type="text/html" href="https://doi.org/10.46298/jips.1284"/>
    <id>https://doi.org/10.46298/jips.1284</id>
    <author>
      <name>Bongard-Blanchy, Kerstin</name>
    </author>
    <author>
      <name>Bouchard, Carole</name>
    </author>
    <category term="JIPS - Journal d'Interaction Personne-Système" label="JIPS - Journal d'Interaction Personne-Système"/>
    <category term="user-product interaction" label="user-product interaction"/>
    <category term="Product Design" label="Product Design"/>
    <category term="UX dimension" label="UX dimension"/>
    <category term="interactive product" label="interactive product"/>
    <category term="conceptual design" label="conceptual design"/>
    <category term="design conceptuel" label="design conceptuel"/>
    <category term="produit interactif" label="produit interactif"/>
    <category term="dimension UX" label="dimension UX"/>
    <category term="Design Produit" label="Design Produit"/>
    <category term="interaction utilisateur-produit" label="interaction utilisateur-produit"/>
    <category term="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)/H.5.2: User Interfaces/H.5.2.15: User-centered design" label="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)/H.5.2: User Interfaces/H.5.2.15: User-centered design"/>
    <category term="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)/H.5.2: User Interfaces/H.5.2.3: Evaluation/methodology" label="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)/H.5.2: User Interfaces/H.5.2.3: Evaluation/methodology"/>
    <category term="ACM: H.: Information Systems/H.1: MODELS AND PRINCIPLES/H.1.2: User/Machine Systems/H.1.2.1: Human information processing" label="ACM: H.: Information Systems/H.1: MODELS AND PRINCIPLES/H.1.2: User/Machine Systems/H.1.2.1: Human information processing"/>
    <category term="[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]" label="[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]"/>
  </entry>
  <entry>
    <title type="html"><![CDATA[Ludo-persuasive systems for sustainable consumption: 3 – Analysis of the potential of a ludo persuasive energetic challenge in companies]]></title>
    <summary type="html"><![CDATA[L'articulation  des  nouvelles  technologies  de  l'information  et  de  la communication  (NTIC)  avec  les  modèles  de  changements  comportementaux développés dans les Sciences Humaines et Sociales (SHS) joue un rôle de plus en plus  important  pour  le  développement  durable.  Dans  les  sociétés  avancées,  il  est nécessaire  de  modifier  radicalement  nos  modes  de  vie  et,  dans  les  sociétés  dites émergentes,  l'impératif  est  l'adoption  de  modes  de  développement  alternatifs.  Les NTIC  ont  ainsi  trouvé  un  champ  d'application  privilégié  dans  le  contexte  de  la réduction  des  consommations  énergétiques.  Plusieurs  challenges  énergétiques  ont été  conduits  aussi  bien  avec  le  grand  public  qu'avec  les  employés  d'entreprises. L'évaluation  de l'efficacité de ces dispositifs ne dit généralement pas grand-chose de leurs qualités intrinsèques, de leurs défauts, de leurs faiblesses. L'article propose une analyse  détaillée  des  caractéristiques  ludo-persuasives  du  projet  Ecoffices,  un challenge énergétique basé sur une instrumentation des bureaux qui s'est déroulé sur plusieurs mois au sein d'une entreprise. A l'issue du projet, le bilan des économies d'énergie réalisées a été globalement satisfaisant. Cependant, un certain nombre de faiblesses  ont  questionné  le  dispositif  sur  des  points  tels  que  le  maintien  de l'engagement des participants dans la compétition ou l'efficacité réelle des feedbacks de  consommation  fournis  aux  participants.  En  vue  d'une  éventuelle  réplication  de l'étude,  des  pistes  permettant  d'éviter  les  difficultés  rencontrées  et  d'améliorer l'efficacité  de  ce  type  de  dispositif  ont  été  identifiées  à  l'issue  du  projet  (Thibault Decorme  Senach  Trousse  Goffart  et  Torres,  2012).  Ces  pistes  restent  cependant assez générales, et pour tirer les leçons plus détaillées de l'expérimentation Ecoffices, une "déconstruction" du dispositif a été réalisée à la lumière des travaux conduits dans le  champ  des  technologies  persuasives  et  des  applications  "gamifiées".  Le  présent chapitre  rend  compte  de  ces  compléments  d'analyses  a  posteriori  et  des  pistes d'amélioration qui peuvent être envisagées. La "revisite" du challenge s'appuie sur une grille  d’analyse  proposée  par  Negri  et  Senach  (2015)  pour  jeter  les  bases  d'une approche  structurée  de  la  qualité  de  ces  systèmes  "ludo-persuasifs"  (SLP)  qui combinent des composantes ludiques et des composantes de persuasion.]]></summary>
    <published>2015-10-27T17:29:02+00:00</published>
    <updated>2015-10-27T17:29:02+00:00</updated>
    <link rel="alternate" type="text/html" href="https://doi.org/10.46298/jips.1306"/>
    <id>https://doi.org/10.46298/jips.1306</id>
    <author>
      <name>Senach, Bernard</name>
    </author>
    <author>
      <name>Negri, Anne-Laure</name>
    </author>
    <category term="JIPS - Journal d'Interaction Personne-Système" label="JIPS - Journal d'Interaction Personne-Système"/>
    <category term="sustainable development" label="sustainable development"/>
    <category term="gamification" label="gamification"/>
    <category term="energy challenge" label="energy challenge"/>
    <category term="développement durable" label="développement durable"/>
    <category term="ludification" label="ludification"/>
    <category term="challenge énergétique" label="challenge énergétique"/>
    <category term="Ecoffices" label="Ecoffices"/>
    <category term="[SCCO.PSYC]Cognitive science/Psychology" label="[SCCO.PSYC]Cognitive science/Psychology"/>
  </entry>
  <entry>
    <title type="html"><![CDATA[Systèmes ludo-persuasifs pour la consommation durable. 1 -Points de repères et défis à relever]]></title>
    <summary type="html"><![CDATA[For over 40 years, it is common knowledge that industrial society has to reduce its energy consumption. Most of people are now aware that this change is necessary. However, commitment to action is still difficult and there is substantial work to be done. Attention has turned to Human and Social Sciences, as a deeper understanding of behaviors' determinant and use of influence principles could help to speed up behavior changes. New technical devices combining game design, interaction techniques and persuasion have emerged but the field is still in its infancy. This article gives a glimpse at a toolbox helping to design and evaluate interactive persuasive devices and discuss five main challenges. This work is extended by two others papers: Negri et Senach (2015b) provide a first grid of persuasion principles and in Senach et Negri (2015c), these grid have been applied to assess the persuasive properties of an energy challenge within a company.]]></summary>
    <published>2015-10-27T17:28:16+00:00</published>
    <updated>2015-10-27T17:28:16+00:00</updated>
    <link rel="alternate" type="text/html" href="https://doi.org/10.46298/jips.1305"/>
    <id>https://doi.org/10.46298/jips.1305</id>
    <author>
      <name>Senach, Bernard</name>
    </author>
    <author>
      <name>Negri, Anne-Laure</name>
    </author>
    <category term="JIPS - Journal d'Interaction Personne-Système" label="JIPS - Journal d'Interaction Personne-Système"/>
    <category term="energy saving" label="energy saving"/>
    <category term="sustainable development" label="sustainable development"/>
    <category term="gamification" label="gamification"/>
    <category term="behavior changes" label="behavior changes"/>
    <category term="économies d'énergie" label="économies d'énergie"/>
    <category term="développement durable" label="développement durable"/>
    <category term="ludification" label="ludification"/>
    <category term="changement comportemental" label="changement comportemental"/>
    <category term="[SCCO.PSYC]Cognitive science/Psychology" label="[SCCO.PSYC]Cognitive science/Psychology"/>
  </entry>
  <entry>
    <title type="html"><![CDATA[Persuasion and Influence: attitude change and behavior change]]></title>
    <summary type="html"><![CDATA[The study of the socio-psychological processes involved in persuasion is onethe pivotal topics in social psychology. Eight decades ago, researchers from Yaleuniversity were the first in studying the mechanism of persuasion in the specificcontext of World War ll. Persuasion is obtained when the receptor of communicationmakes a change in his mind that is when a change in attitude occurs. Logically, such achange in attitude should imply a change in behavior. The research on behavioralchange show that it is not systematically the case. Thus changing what people think isnot changing what people do (or what people will do). This shortcut could biased theconclusions of researches, in the large domain of persuasion as well as in the morerestricted domain of the persuasive technologies. In conclusion, we would like topromote a theoretical, methodological articulation between HMI and social psychology.]]></summary>
    <published>2015-10-27T17:27:24+00:00</published>
    <updated>2015-10-27T17:27:24+00:00</updated>
    <link rel="alternate" type="text/html" href="https://doi.org/10.46298/jips.1301"/>
    <id>https://doi.org/10.46298/jips.1301</id>
    <author>
      <name>Fointiat, Valérie</name>
    </author>
    <author>
      <name>Barbier, Laura</name>
    </author>
    <category term="JIPS - Journal d'Interaction Personne-Système" label="JIPS - Journal d'Interaction Personne-Système"/>
    <category term="persuasion" label="persuasion"/>
    <category term="attitude" label="attitude"/>
    <category term="influence" label="influence"/>
    <category term="behavior change" label="behavior change"/>
    <category term="communication" label="communication"/>
    <category term="changement de comportement" label="changement de comportement"/>
    <category term="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)" label="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)"/>
    <category term="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)/H.5.2: User Interfaces" label="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)/H.5.2: User Interfaces"/>
    <category term="[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]" label="[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]"/>
  </entry>
  <entry>
    <title type="html"><![CDATA[Evolution of the heuristic inspection: towards an integration of accessibility, usability, emotion and persuasion?]]></title>
    <summary type="html"><![CDATA[This research investigates the issue of conducting heuristic inspections along an extended array of dimensions that includes often ignored considerations such as motivational and persuasive factors. Two objectives are pursued: to offer a comprehensive perspective on the different approaches to heuristic inspections and their evolution in the last decades since their emergence, and to propose an approach that integrates the extended array of heuristic criteria. The motivation for the proposed approach and the issues faced are also discussed.]]></summary>
    <published>2015-10-27T17:26:42+00:00</published>
    <updated>2015-10-27T17:26:42+00:00</updated>
    <link rel="alternate" type="text/html" href="https://doi.org/10.46298/jips.1300"/>
    <id>https://doi.org/10.46298/jips.1300</id>
    <author>
      <name>Brangier, Eric</name>
    </author>
    <author>
      <name>Desmarais, Michel</name>
    </author>
    <author>
      <name>Alexandra, Nemery</name>
    </author>
    <author>
      <name>Prom Tep, Sandrine</name>
    </author>
    <category term="JIPS - Journal d'Interaction Personne-Système" label="JIPS - Journal d'Interaction Personne-Système"/>
    <category term="Guidelines" label="Guidelines"/>
    <category term="Heuristic inspection" label="Heuristic inspection"/>
    <category term="Ergonomics criteria." label="Ergonomics criteria."/>
    <category term="Critères ergonomiques" label="Critères ergonomiques"/>
    <category term="Guide de conception et d’évaluation" label="Guide de conception et d’évaluation"/>
    <category term="Inspection heuristique." label="Inspection heuristique."/>
    <category term="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)" label="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)"/>
    <category term="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)/H.5.2: User Interfaces" label="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)/H.5.2: User Interfaces"/>
    <category term="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)/H.5.2: User Interfaces/H.5.2.2: Ergonomics" label="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)/H.5.2: User Interfaces/H.5.2.2: Ergonomics"/>
    <category term="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)/H.5.2: User Interfaces/H.5.2.3: Evaluation/methodology" label="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)/H.5.2: User Interfaces/H.5.2.3: Evaluation/methodology"/>
    <category term="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)/H.5.2: User Interfaces/H.5.2.12: Style guides" label="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)/H.5.2: User Interfaces/H.5.2.12: Style guides"/>
    <category term="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)/H.5.2: User Interfaces/H.5.2.11: Standardization" label="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)/H.5.2: User Interfaces/H.5.2.11: Standardization"/>
    <category term="ACM: H.: Information Systems/H.1: MODELS AND PRINCIPLES/H.1.2: User/Machine Systems/H.1.2.0: Human factors" label="ACM: H.: Information Systems/H.1: MODELS AND PRINCIPLES/H.1.2: User/Machine Systems/H.1.2.0: Human factors"/>
    <category term="ACM: H.: Information Systems/H.1: MODELS AND PRINCIPLES/H.1.2: User/Machine Systems/H.1.2.2: Software psychology" label="ACM: H.: Information Systems/H.1: MODELS AND PRINCIPLES/H.1.2: User/Machine Systems/H.1.2.2: Software psychology"/>
    <category term="[SCCO.PSYC]Cognitive science/Psychology" label="[SCCO.PSYC]Cognitive science/Psychology"/>
    <category term="[INFO.EIAH]Computer Science [cs]/Technology for Human Learning" label="[INFO.EIAH]Computer Science [cs]/Technology for Human Learning"/>
    <category term="[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]" label="[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]"/>
    <category term="[INFO.INFO-WB]Computer Science [cs]/Web" label="[INFO.INFO-WB]Computer Science [cs]/Web"/>
    <category term="[SCCO.COMP]Cognitive science/Computer science" label="[SCCO.COMP]Cognitive science/Computer science"/>
  </entry>
  <entry>
    <title type="html"><![CDATA[Experimental validation of persuasive criteria for CHI: analysis of their effectiveness to inspect persuasion in interfaces]]></title>
    <summary type="html"><![CDATA[The objective of this article is to present a study that has been made about the use of the interactive persuasion criteria grid in order to identify persuasiveelements in the interfaces. Two groups have been created, “criteria” and “control”. Both should identify persuasive elements of two interfaces: social network (Facebook) and e-commerce (Cdiscount). During the second phase of the experiment, the “criteria” group had an access to the grid. 27 participants were recruited for this study. The results show that the participants have found more persuasive elements with the grid and that the identification performance was better for the e-commerce website. The average evaluation performance is significantly different (p = 0.000) on the two sites. On Facebook, participants' performance was 9.7% ("control" group) and 23.8% then ("test" group); and for Cdiscount respectively 21.7% ("control" group) and 43.6% ("test" group). The set of guidelines really allows to increase the identification of forms of persuasion in interfaces.]]></summary>
    <published>2015-10-27T17:25:51+00:00</published>
    <updated>2015-10-27T17:25:51+00:00</updated>
    <link rel="alternate" type="text/html" href="https://doi.org/10.46298/jips.1299"/>
    <id>https://doi.org/10.46298/jips.1299</id>
    <author>
      <name>Brangier, Eric</name>
    </author>
    <author>
      <name>Alexandra, Nemery</name>
    </author>
    <author>
      <name>Séverine, SCHMITT</name>
    </author>
    <category term="JIPS - Journal d'Interaction Personne-Système" label="JIPS - Journal d'Interaction Personne-Système"/>
    <category term="Persuasive technology" label="Persuasive technology"/>
    <category term="Heuristic inspection" label="Heuristic inspection"/>
    <category term="Ergonomics criteria" label="Ergonomics criteria"/>
    <category term="Persuasion technologique" label="Persuasion technologique"/>
    <category term="critères ergonomiques" label="critères ergonomiques"/>
    <category term="influence" label="influence"/>
    <category term="évaluation." label="évaluation."/>
    <category term="ACM: H.: Information Systems/H.1: MODELS AND PRINCIPLES/H.1.2: User/Machine Systems" label="ACM: H.: Information Systems/H.1: MODELS AND PRINCIPLES/H.1.2: User/Machine Systems"/>
    <category term="ACM: H.: Information Systems/H.1: MODELS AND PRINCIPLES/H.1.2: User/Machine Systems/H.1.2.2: Software psychology" label="ACM: H.: Information Systems/H.1: MODELS AND PRINCIPLES/H.1.2: User/Machine Systems/H.1.2.2: Software psychology"/>
    <category term="ACM: H.: Information Systems/H.1: MODELS AND PRINCIPLES/H.1.2: User/Machine Systems/H.1.2.0: Human factors" label="ACM: H.: Information Systems/H.1: MODELS AND PRINCIPLES/H.1.2: User/Machine Systems/H.1.2.0: Human factors"/>
    <category term="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)" label="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)"/>
    <category term="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)/H.5.2: User Interfaces" label="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)/H.5.2: User Interfaces"/>
    <category term="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)/H.5.2: User Interfaces/H.5.2.2: Ergonomics" label="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)/H.5.2: User Interfaces/H.5.2.2: Ergonomics"/>
    <category term="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)/H.5.2: User Interfaces/H.5.2.3: Evaluation/methodology" label="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)/H.5.2: User Interfaces/H.5.2.3: Evaluation/methodology"/>
    <category term="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)/H.5.2: User Interfaces/H.5.2.12: Style guides" label="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)/H.5.2: User Interfaces/H.5.2.12: Style guides"/>
    <category term="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)/H.5.3: Group and Organization Interfaces/H.5.3.3: Evaluation/methodology" label="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)/H.5.3: Group and Organization Interfaces/H.5.3.3: Evaluation/methodology"/>
    <category term="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)/H.5.3: Group and Organization Interfaces/H.5.3.6: Theory and models" label="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)/H.5.3: Group and Organization Interfaces/H.5.3.6: Theory and models"/>
    <category term="[SCCO.PSYC]Cognitive science/Psychology" label="[SCCO.PSYC]Cognitive science/Psychology"/>
    <category term="[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]" label="[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]"/>
  </entry>
  <entry>
    <title type="html"><![CDATA[Ludo-persuasive systems for sustainable consumption.: . 2 – Elaboration of a ludo-persuasive principle grid]]></title>
    <summary type="html"><![CDATA[Ludo-Persuasive Systems (LPS) are systems which are designed with the intent of changing people's behavior or attitude. As highlighted in Senach and Negri (2015a), such systems are based on two converging fields-gamification and persuasive technologies-but their engineering still is in its infancy. In this chapter, the authors build on existing lists of persuasive and gamification principles and integrate the various works ((Fogg, 2003) (Oinas-Kukkonen and Harjumaa, 2009) (Nemery, 2012)) in order to provide a grid that can be seen as a first tool in a LPS toolbox. The proposed grid is to be used both as a design and an evaluation tool. It was tested in the post-mortem analysis of an energy saving challenge described in Senach and Negri (2015b). The paper starts with discussions on the method followed to select, cluster and assess the implementation of the principles; it then defines the ludo-persuasive principles by providing examples and hints for identifying ludo-persuasive indicators.]]></summary>
    <published>2015-10-27T17:25:03+00:00</published>
    <updated>2015-10-27T17:25:03+00:00</updated>
    <link rel="alternate" type="text/html" href="https://doi.org/10.46298/jips.1298"/>
    <id>https://doi.org/10.46298/jips.1298</id>
    <author>
      <name>Negri, Anne-Laure</name>
    </author>
    <author>
      <name>Senach, Bernard</name>
    </author>
    <category term="JIPS - Journal d'Interaction Personne-Système" label="JIPS - Journal d'Interaction Personne-Système"/>
    <category term="persuasive technologies" label="persuasive technologies"/>
    <category term="gamification" label="gamification"/>
    <category term="behavior changes" label="behavior changes"/>
    <category term="sustainable development" label="sustainable development"/>
    <category term="technologie persuasive" label="technologie persuasive"/>
    <category term="ludification" label="ludification"/>
    <category term="changement comportemental" label="changement comportemental"/>
    <category term="développement durable" label="développement durable"/>
    <category term="[SCCO.PSYC]Cognitive science/Psychology" label="[SCCO.PSYC]Cognitive science/Psychology"/>
  </entry>
  <entry>
    <title type="html"><![CDATA[State of the art in persuasive systems design]]></title>
    <summary type="html"><![CDATA[By their ability to change person's behaviors and attitudes, persuasive technologies appear as promising for overcoming societal challenges. They are based on theories and models from cognitive psychology and social psychology. The earlier works on persuasive technologies, by Fogg, identified many persuasive principles to influence user's behaviors and attitude, and thus useful for building persuasive systems. Studies on persuasive technologies also bring design methods, architectures, persuasive interfaces, and experimentation in numerous domains. The grand challenge is now to adapt persuasion to the complexity and versatility of each individual, thereby maximizing the persuasive effectiveness. We still have to build plastic persuasive technologies.]]></summary>
    <published>2015-10-27T17:23:52+00:00</published>
    <updated>2015-10-27T17:23:52+00:00</updated>
    <link rel="alternate" type="text/html" href="https://doi.org/10.46298/jips.1296"/>
    <id>https://doi.org/10.46298/jips.1296</id>
    <author>
      <name>Foulonneau, Anthony</name>
    </author>
    <author>
      <name>Calvary, Gaëlle</name>
    </author>
    <author>
      <name>Villain, Eric</name>
    </author>
    <category term="JIPS - Journal d'Interaction Personne-Système" label="JIPS - Journal d'Interaction Personne-Système"/>
    <category term="behavior" label="behavior"/>
    <category term="persuasion" label="persuasion"/>
    <category term="comportement" label="comportement"/>
    <category term="adaptation" label="adaptation"/>
    <category term="interaction" label="interaction"/>
    <category term="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)" label="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)"/>
    <category term="[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]" label="[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]"/>
  </entry>
  <entry>
    <title type="html"><![CDATA[Persuasive Technology and Energy: critical analysis of the state of the art]]></title>
    <summary type="html"><![CDATA[This paper presents a state of the art and an analysis of existing works dedicated to persuasive technologies for energy consumption. Thanks to a systematic analysis, a set of concepts of persuasion has been identified and organized into a six dimensional design space. In particular, the concept of persuasion function is identified and defined. Six persuasion functions are identified: Mirror, Explain, Recommend, What-if, What-for, Suggest-and-Adjust. This design space is used to characterize the works considered in this state of the art.]]></summary>
    <published>2015-10-27T17:22:51+00:00</published>
    <updated>2015-10-27T17:22:51+00:00</updated>
    <link rel="alternate" type="text/html" href="https://doi.org/10.46298/jips.1292"/>
    <id>https://doi.org/10.46298/jips.1292</id>
    <author>
      <name>Cano, Grégory</name>
    </author>
    <author>
      <name>Laurillau, Yann</name>
    </author>
    <author>
      <name>Calvary, Gaëlle</name>
    </author>
    <category term="JIPS - Journal d'Interaction Personne-Système" label="JIPS - Journal d'Interaction Personne-Système"/>
    <category term="persuasive technologies" label="persuasive technologies"/>
    <category term="classification space" label="classification space"/>
    <category term="persuasion function" label="persuasion function"/>
    <category term="energy" label="energy"/>
    <category term="H.5.2 Information Interfaces and Presentation (e.g. HCI): User Interfaces" label="H.5.2 Information Interfaces and Presentation (e.g. HCI): User Interfaces"/>
    <category term="[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]" label="[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]"/>
  </entry>
  <entry>
    <title type="html"><![CDATA[Vers des Agents Conversationnels Animés dotés d'émotions et d'attitudes sociales]]></title>
    <summary type="html"><![CDATA[In this article, we propose an architecture of a socio-affective Embodied Conversational Agent (ECA). The different computational models of the architecture enable an ECA to express emotions and social attitudes during an interaction with a user. Based on corpora of actors expressing emotions, models have been defined to compute the emotional facial expressions of an ECA and the characteristics of its corporal movements. A user-perceptive approach has been used to design models to define how an ECA should adapt its non-verbal behavior according to the social attitude the ECA wants to display and the behavior of its interlocutor. The emotions and the social attitudes to express are computed by cognitive models presented in this article.]]></summary>
    <published>2015-09-22T10:08:20+00:00</published>
    <updated>2015-09-22T10:08:20+00:00</updated>
    <link rel="alternate" type="text/html" href="https://doi.org/10.46298/jips.1282"/>
    <id>https://doi.org/10.46298/jips.1282</id>
    <author>
      <name>Ochs, Magalie</name>
    </author>
    <author>
      <name>Ding, Yu</name>
    </author>
    <author>
      <name>Fourati, Nesrine</name>
    </author>
    <author>
      <name>Chollet, Mathieu</name>
    </author>
    <author>
      <name>Ravenet, Brian</name>
    </author>
    <author>
      <name>Pecune, Florian</name>
    </author>
    <author>
      <name>Glas, Nadine</name>
    </author>
    <author>
      <name>Prepin, Ken</name>
    </author>
    <author>
      <name>Clavel, Chloe</name>
    </author>
    <author>
      <name>Pelachaud, Catherine</name>
    </author>
    <category term="JIPS - Journal d'Interaction Personne-Système" label="JIPS - Journal d'Interaction Personne-Système"/>
    <category term="Agent Conversationnel Animé" label="Agent Conversationnel Animé"/>
    <category term="relations sociales" label="relations sociales"/>
    <category term="attitudes sociales" label="attitudes sociales"/>
    <category term="emotions" label="emotions"/>
    <category term="social relations" label="social relations"/>
    <category term="social attitudes" label="social attitudes"/>
    <category term="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)/H.5.2: User Interfaces" label="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)/H.5.2: User Interfaces"/>
    <category term="[INFO.INFO-AI]Computer Science [cs]/Artificial Intelligence [cs.AI]" label="[INFO.INFO-AI]Computer Science [cs]/Artificial Intelligence [cs.AI]"/>
    <category term="[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]" label="[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]"/>
    <category term="[INFO.INFO-MO]Computer Science [cs]/Modeling and Simulation" label="[INFO.INFO-MO]Computer Science [cs]/Modeling and Simulation"/>
  </entry>
  <entry>
    <title type="html"><![CDATA[Description of tasks with multi-user multimodal interactive systems: existing notations]]></title>
    <summary type="html"><![CDATA[Multi-user multimodal interactive systems involve multiple users who can use multiple interactionmodalities. Multi-user multimodal systems are becoming more prevalent, especially systems based on largeshared multi-touch surfaces or video game centers such as Wii or Xbox. In this article we address thedescription of the tasks with such interactive systems. We review existing notations for the description of taskswith a multi-user multimodal interactive system and focus particularly on tree-based notations. For elementarytasks (e.g. actions), we also consider the notations that describe multimodal interaction. The contribution isthen a comparison of existing notations based on a set of organized concepts. While some concepts are generalto any notation, other concepts are specific to human-computer interaction, or to multi-user interaction andfinally to multimodal interaction.]]></summary>
    <published>2015-07-22T16:21:58+00:00</published>
    <updated>2015-07-22T16:21:58+00:00</updated>
    <link rel="alternate" type="text/html" href="https://doi.org/10.46298/jips.658"/>
    <id>https://doi.org/10.46298/jips.658</id>
    <author>
      <name>Jourde, Frédéric</name>
    </author>
    <author>
      <name>Laurillau, Yann</name>
    </author>
    <author>
      <name>Nigay, Laurence</name>
    </author>
    <category term="JIPS - Journal d'Interaction Personne-Système" label="JIPS - Journal d'Interaction Personne-Système"/>
    <category term="task" label="task"/>
    <category term="multi-user" label="multi-user"/>
    <category term="groupware" label="groupware"/>
    <category term="multimodality" label="multimodality"/>
    <category term="task model" label="task model"/>
    <category term="description notation" label="description notation"/>
    <category term="tâche" label="tâche"/>
    <category term="multiutilisateur" label="multiutilisateur"/>
    <category term="collecticiel" label="collecticiel"/>
    <category term="multimodalité" label="multimodalité"/>
    <category term="modèle de tâche" label="modèle de tâche"/>
    <category term="notation de description" label="notation de description"/>
    <category term="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)" label="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)"/>
    <category term="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)/H.5.2: User Interfaces" label="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)/H.5.2: User Interfaces"/>
    <category term="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)/H.5.3: Group and Organization Interfaces" label="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)/H.5.3: Group and Organization Interfaces"/>
    <category term="ACM: D.: Software/D.2: SOFTWARE ENGINEERING/D.2.2: Design Tools and Techniques" label="ACM: D.: Software/D.2: SOFTWARE ENGINEERING/D.2.2: Design Tools and Techniques"/>
    <category term="[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]" label="[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]"/>
  </entry>
  <entry>
    <title type="html"><![CDATA[Un modèle de tâches exploitable à l'exécution pour une assistance à l'utilisateur dans les environnements ambiants]]></title>
    <summary type="html"><![CDATA[Existing task models have often been used in the context of graphic systems. In this paper, we propose to use the task model at runtime to monitor user actions, to verify that he/she has not made a mistake when performing his/her actions and to give him/her help when necessary. In particular, we present, as a first contribution, a task model specific to interactions in ambient environments. This model enables to assign dynamic characteristics to each task thereby allowing to a supervision system to assign states to tasks at runtime based on the information exchanged with the environment (start of a task, end of a task, preconditions states...). Our second contribution is a monitoring and support system that exploits our task model. More precisely we specify the intervention strategy of our system in order to guide the user. We present then an illustration of our system through the execution of a scenario on our simulator. This simulation shows how the interactions with the task model at runtime allow us to produce a dynamic system that takes into consideration the context and provides assistance to the users while carrying out their daily tasks. Finally, we end with a conclusion and perspectives of our approach.]]></summary>
    <published>2015-07-22T16:21:35+00:00</published>
    <updated>2015-07-22T16:21:35+00:00</updated>
    <link rel="alternate" type="text/html" href="https://doi.org/10.46298/jips.660"/>
    <id>https://doi.org/10.46298/jips.660</id>
    <author>
      <name>Gharsellaoui, Asma</name>
    </author>
    <author>
      <name>Bellik, Yacine</name>
    </author>
    <author>
      <name>Jacquet, Christophe</name>
    </author>
    <category term="JIPS - Journal d'Interaction Personne-Système" label="JIPS - Journal d'Interaction Personne-Système"/>
    <category term="Ambient Interactions" label="Ambient Interactions"/>
    <category term="Monitoring and assistance system" label="Monitoring and assistance system"/>
    <category term="User Task modeling" label="User Task modeling"/>
    <category term="Ambient intelligent environments" label="Ambient intelligent environments"/>
    <category term="systèmes d'aide et de suivi" label="systèmes d'aide et de suivi"/>
    <category term="interactions dans les environnements ambiants" label="interactions dans les environnements ambiants"/>
    <category term="Modélisation des tâches utilisateurs" label="Modélisation des tâches utilisateurs"/>
    <category term="intelligence ambiante" label="intelligence ambiante"/>
    <category term="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)/H.5.2: User Interfaces" label="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)/H.5.2: User Interfaces"/>
    <category term="[INFO.INFO-IU]Computer Science [cs]/Ubiquitous Computing" label="[INFO.INFO-IU]Computer Science [cs]/Ubiquitous Computing"/>
    <category term="[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]" label="[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]"/>
  </entry>
  <entry>
    <title type="html"><![CDATA[Task model simulators: a review]]></title>
    <summary type="html"><![CDATA[Task modelling has enabled the building of models of human activity for a long time. In the early years, pencil and paper where the only means available to build task models from task model notations. Because of the lack of computed constraints, task models often did not conform to the notation. To solve this problem, some tools were designed by authors in order to help users create, modify and save correct models that conform to the notation syntactic rules. However, understanding the full semantics of task models appeared difficult for practitioners. The dynamic aspects of task models could only be understood "in the user's head". New tools, named simulators, emerged to solve this problem. They allow to "run" or to "simulate" task models and to record scenarios. This execution fulfils the semantics of task model operators, which define the task dynamic semantics. Simulators can be used in many ways such as understanding model semantics, verifying or validating models, building valid scenarios, etc. In this article, we describe and compare currently available and maintained task model simulators, and explain the different usages of these tools, according to user goals and qualifications. Then, we explore the different challenges for these tools to exploit the complete semantics of task models.]]></summary>
    <published>2015-07-22T16:21:02+00:00</published>
    <updated>2015-07-22T16:21:02+00:00</updated>
    <link rel="alternate" type="text/html" href="https://doi.org/10.46298/jips.1240"/>
    <id>https://doi.org/10.46298/jips.1240</id>
    <author>
      <name>Lachaume, Thomas</name>
    </author>
    <author>
      <name>Guittet, Laurent</name>
    </author>
    <author>
      <name>Girard, Patrick</name>
    </author>
    <author>
      <name>Fousse, Allan</name>
    </author>
    <category term="JIPS - Journal d'Interaction Personne-Système" label="JIPS - Journal d'Interaction Personne-Système"/>
    <category term="Simulator" label="Simulator"/>
    <category term="Task model" label="Task model"/>
    <category term="Modèle de tâches" label="Modèle de tâches"/>
    <category term="Simulateur" label="Simulateur"/>
    <category term="ACM: H.: Information Systems/H.1: MODELS AND PRINCIPLES/H.1.2: User/Machine Systems/H.1.2.1: Human information processing" label="ACM: H.: Information Systems/H.1: MODELS AND PRINCIPLES/H.1.2: User/Machine Systems/H.1.2.1: Human information processing"/>
    <category term="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)/H.5.2: User Interfaces/H.5.2.13: Theory and methods" label="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)/H.5.2: User Interfaces/H.5.2.13: Theory and methods"/>
    <category term="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)/H.5.3: Group and Organization Interfaces/H.5.3.6: Theory and models" label="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)/H.5.3: Group and Organization Interfaces/H.5.3.6: Theory and models"/>
    <category term="[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]" label="[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]"/>
  </entry>
  <entry>
    <title type="html"><![CDATA[Conception d’applications web géographiques guidée par les contenus et les usages : cadre méthodologique et opérationnalisation avec l’environnement WINDMash]]></title>
    <summary type="html"><![CDATA[This paper presents a framework dedicated to the design of geographic web applications. This framework includes three generic design models that allow designers to build a geographic application according to three dimensions: geographic content, content rendering and display, and interactive behaviour. The three design models allow designers to develop applications for elementary tasks to achieve a specific goal. They are expressive enough to describe a wide variety of geographic applications. They are operational as they are translated into executable code. This executability supports an agile design process based on short cycles where designers can refine their needs as many times as necessary by specifying, executing and evaluating their application. Modeling is performed using visual languages. In particular, the interactive behaviour is specified with a language inspired from the UML sequence diagram. We have demonstrated that this language is sufficiently simple to be understood by domain experts (e.g., education, tourism, culture) with no computer science background. We have developed WINDMash, an authoring environment, to assess our approach, as well as the models and the design languages with a diversity of geographic Web applications.]]></summary>
    <published>2015-07-22T16:17:21+00:00</published>
    <updated>2015-07-22T16:17:21+00:00</updated>
    <link rel="alternate" type="text/html" href="https://doi.org/10.46298/jips.657"/>
    <id>https://doi.org/10.46298/jips.657</id>
    <author>
      <name>Etcheverry, Patrick</name>
    </author>
    <author>
      <name>Laborie, Sébastien</name>
    </author>
    <author>
      <name>Marquesuzaà, Christophe</name>
    </author>
    <author>
      <name>Nodenot, Thierry</name>
    </author>
    <author>
      <name>Luong, The Nhân</name>
    </author>
    <category term="JIPS - Journal d'Interaction Personne-Système" label="JIPS - Journal d'Interaction Personne-Système"/>
    <category term="Génération d'applications web" label="Génération d'applications web"/>
    <category term="Environnement-auteur" label="Environnement-auteur"/>
    <category term="Mashup." label="Mashup."/>
    <category term="Conception centrée utilisateur" label="Conception centrée utilisateur"/>
    <category term="Conception guidée par les contenus et l'interaction" label="Conception guidée par les contenus et l'interaction"/>
    <category term="Langage visuel pour l'interaction" label="Langage visuel pour l'interaction"/>
    <category term="Modélisation de tâches par essai-erreur via des cycles courts" label="Modélisation de tâches par essai-erreur via des cycles courts"/>
    <category term="Valorisation de données géo-graphiques" label="Valorisation de données géo-graphiques"/>
    <category term="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)" label="ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI)"/>
    <category term="ACM: D.: Software/D.2: SOFTWARE ENGINEERING/D.2.2: Design Tools and Techniques" label="ACM: D.: Software/D.2: SOFTWARE ENGINEERING/D.2.2: Design Tools and Techniques"/>
    <category term="[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]" label="[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]"/>
  </entry>
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